43,021 research outputs found
Re-using knowledge : why, what and where
Previously the 're-use' focus has centred on specific and/or standard parts, more recently however, [standard components] are being developed...to enable both the re-use of the part and the experience associated with that part'. This notion is further extended by Finger who states that 'designers may re-use a prior design in it's entirety,...may re-use an existing shape for a different function, or may re-use a feature from another design'. Reinforcing this notion we currently consider re-use to reflect the utilisation of any knowledge gained from a design activity and not just past designs of artefacts. Our research concerns the improvement of formal 're-use' support and as such we have identified a need to gain a better understanding of how design knowledge can be utilised to support 're-use'. Thus, we discuss the requirements of successful 're-use' and attempt to ascertain within this skeleton: what knowledge can be re-used; how to maximise its' applicability; and where and when it can be utilised in new design
Evaluation of nonmetallic thermal protection materials for the manned space shuttle. Volume 1, task 1: Assessment of technical risks associated with utilization of nonmetallic thermal protection system
Technical problems of design and flight qualification of the proposed classes of surface insulation materials and leading edge materials were reviewed. A screening test plan, a preliminary design data test plan and a design data test plan were outlined. This program defined the apparent critical differences between the surface insulators and the leading edge materials, structuring specialized screening test plans for each of these two classes of materials. Unique testing techniques were shown to be important in evaluating the structural interaction aspects of the surface insulators and a separate task was defined to validate the test plan. In addition, a compilation was made of available information on proposed material (including metallic TPS), previous shuttle programs, pertinent test procedures, and other national programs of merit. This material was collected and summarized in an informally structured workbook
A framework for developing engineering design ontologies within the aerospace industry
This paper presents a framework for developing engineering design ontologies within the aerospace industry. The aim of this approach is to strengthen the modularity and reuse of engineering design ontologies to support knowledge management initiatives within the aerospace industry. Successful development and effective utilisation of engineering ontologies strongly depends on the method/framework used to develop them. Ensuring modularity in ontology design is essential for engineering design activities due to the complexity of knowledge that is required to be brought together to support the product design decision-making process. The proposed approach adopts best practices from previous ontology development methods, but focuses on encouraging modular architectural ontology design. The framework is comprised of three phases namely: (1) Ontology design and development; (2) Ontology validation and (3) Implementation of ontology structure. A qualitative research methodology is employed which is composed of four phases. The first phase defines the capture of knowledge required for the framework development, followed by the ontology framework development, iterative refinement of engineering ontologies and ontology validation through case studies and experts’ opinion. The ontology-based framework is applied in the combustor and casing aerospace engineering domain. The modular ontologies developed as a result of applying the framework and are used in a case study to restructure and improve the accessibility of information on a product design information-sharing platform. Additionally, domain experts within the aerospace industry validated the strengths, benefits and limitations of the framework. Due to the modular nature of the developed ontologies, they were also employed to support other project initiatives within the case study company such as role-based computing (RBC), IT modernisation activity and knowledge management implementation across the sponsoring organisation. The major benefit of this approach is in the reduction of man-hours required for maintaining engineering design ontologies. Furthermore, this approach strengthens reuse of ontology knowledge and encourages modularity in the design and development of engineering ontologies
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
17. Issues for Nuclear Power Plants Steam Generators
Open Access Boo
Summary refurbishment cost study of the thermal protection system of a space shuttle vehicle
Analysis of costs to refurbish thermal protection system for space shuttle
A foundation for machine learning in design
This paper presents a formalism for considering the issues of learning in design. A foundation for machine learning in design (MLinD) is defined so as to provide answers to basic questions on learning in design, such as, "What types of knowledge can be learnt?", "How does learning occur?", and "When does learning occur?". Five main elements of MLinD are presented as the input knowledge, knowledge transformers, output knowledge, goals/reasons for learning, and learning triggers. Using this foundation, published systems in MLinD were reviewed. The systematic review presents a basis for validating the presented foundation. The paper concludes that there is considerable work to be carried out in order to fully formalize the foundation of MLinD
Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research
This article presents a cognitively oriented viewpoint on design. It focuses
on cognitive, dynamic aspects of real design, i.e., the actual cognitive
activity implemented by designers during their work on professional design
projects. Rather than conceiving de-signing as problem solving - Simon's
symbolic information processing (SIP) approach - or as a reflective practice or
some other form of situated activity - the situativity (SIT) approach - we
consider that, from a cognitive viewpoint, designing is most appropriately
characterised as a construction of representations. After a critical discussion
of the SIP and SIT approaches to design, we present our view-point. This
presentation concerns the evolving nature of representations regarding levels
of abstraction and degrees of precision, the function of external
representations, and specific qualities of representation in collective design.
Designing is described at three levels: the organisation of the activity, its
strategies, and its design-representation construction activities (different
ways to generate, trans-form, and evaluate representations). Even if we adopt a
"generic design" stance, we claim that design can take different forms
depending on the nature of the artefact, and we propose some candidates for
dimensions that allow a distinction to be made between these forms of design.
We discuss the potential specificity of HCI design, and the lack of cognitive
design research occupied with the quality of design. We close our discussion of
representational structures and activities by an outline of some directions
regarding their functional linkages
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References to past designs
Designing by adaptation is almost invariably a dominantambiguity feature of designing, and references to past designs are ubiquitous in design discourse. Object references serve as indices into designers' stocks of design concepts, in which memories for concrete embodiments and exemplars are tightly bound to solution principles. Thinking and talking by reference to past designs serves as a way to reduce the overwhelming complexity of complex design tasks by enabling designers to use parsimonious mental representations to which details can be added as needed. However object references can be ambiguous, and import more of the past design than is intended or may be desirable
Analysis reuse exploiting taxonomical information and belief assignment in industrial problem solving
To take into account the experience feedback on solving complex problems in business is deemed as a way to improve the quality of products and processes. Only a few academic works, however, are concerned with the representation and the instrumentation of experience feedback systems. We propose, in this paper, a model of experiences and mechanisms to use these experiences. More specifically, we wish to encourage the reuse of already performed expert analysis to propose a priori analysis in the solving of a new problem. The proposal is based on a representation in the context of the experience of using a conceptual marker and an explicit representation of the analysis incorporating expert opinions and the fusion of these opinions. The experience feedback models and inference mechanisms are integrated in a commercial support tool for problem solving methodologies. The results obtained to this point have already led to the definition of the role of ‘‘Rex Manager’’ with principles of sustainable management for continuous improvement of industrial processes in companies
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